change fields to private so everyone will use properties
parent
f3173735fa
commit
d9523b4e1a
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@ -78,56 +78,56 @@ namespace OpenSim.Framework
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private byte[] m_textureEntry;
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public ushort _pathBegin;
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public byte _pathCurve;
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public ushort _pathEnd;
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public sbyte _pathRadiusOffset;
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public byte _pathRevolutions;
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public byte _pathScaleX;
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public byte _pathScaleY;
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public byte _pathShearX;
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public byte _pathShearY;
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public sbyte _pathSkew;
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public sbyte _pathTaperX;
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public sbyte _pathTaperY;
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public sbyte _pathTwist;
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public sbyte _pathTwistBegin;
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public byte _pCode;
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public ushort _profileBegin;
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public ushort _profileEnd;
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public ushort _profileHollow;
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public LLVector3 _scale;
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public byte _state;
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public ProfileShape _profileShape;
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public HollowShape _hollowShape;
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private ushort _pathBegin;
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private byte _pathCurve;
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private ushort _pathEnd;
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private sbyte _pathRadiusOffset;
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private byte _pathRevolutions;
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private byte _pathScaleX;
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private byte _pathScaleY;
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private byte _pathShearX;
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private byte _pathShearY;
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private sbyte _pathSkew;
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private sbyte _pathTaperX;
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private sbyte _pathTaperY;
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private sbyte _pathTwist;
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private sbyte _pathTwistBegin;
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private byte _pCode;
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private ushort _profileBegin;
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private ushort _profileEnd;
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private ushort _profileHollow;
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private LLVector3 _scale;
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private byte _state;
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private ProfileShape _profileShape;
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private HollowShape _hollowShape;
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// Sculpted
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[XmlIgnore] public LLUUID _sculptTexture = LLUUID.Zero;
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[XmlIgnore] public byte _sculptType = (byte)0;
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[XmlIgnore] public byte[] _sculptData = new byte[0];
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[XmlIgnore] private LLUUID _sculptTexture = LLUUID.Zero;
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[XmlIgnore] private byte _sculptType = (byte)0;
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[XmlIgnore] private byte[] _sculptData = new byte[0];
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// Flexi
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[XmlIgnore] public int _flexiSoftness = 0;
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[XmlIgnore] public float _flexiTension = 0f;
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[XmlIgnore] public float _flexiDrag = 0f;
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[XmlIgnore] public float _flexiGravity = 0f;
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[XmlIgnore] public float _flexiWind = 0f;
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[XmlIgnore] public float _flexiForceX = 0f;
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[XmlIgnore] public float _flexiForceY = 0f;
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[XmlIgnore] public float _flexiForceZ = 0f;
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[XmlIgnore] private int _flexiSoftness = 0;
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[XmlIgnore] private float _flexiTension = 0f;
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[XmlIgnore] private float _flexiDrag = 0f;
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[XmlIgnore] private float _flexiGravity = 0f;
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[XmlIgnore] private float _flexiWind = 0f;
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[XmlIgnore] private float _flexiForceX = 0f;
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[XmlIgnore] private float _flexiForceY = 0f;
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[XmlIgnore] private float _flexiForceZ = 0f;
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//Bright n sparkly
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[XmlIgnore] public float _lightColorR = 0f;
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[XmlIgnore] public float _lightColorG = 0f;
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[XmlIgnore] public float _lightColorB = 0f;
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[XmlIgnore] public float _lightColorA = 1f;
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[XmlIgnore] public float _lightRadius = 0f;
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[XmlIgnore] public float _lightCutoff = 0f;
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[XmlIgnore] public float _lightFalloff = 0f;
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[XmlIgnore] public float _lightIntensity = 1f;
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[XmlIgnore] public bool _flexiEntry = false;
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[XmlIgnore] public bool _lightEntry = false;
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[XmlIgnore] public bool _sculptEntry = false;
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[XmlIgnore] private float _lightColorR = 0f;
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[XmlIgnore] private float _lightColorG = 0f;
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[XmlIgnore] private float _lightColorB = 0f;
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[XmlIgnore] private float _lightColorA = 1f;
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[XmlIgnore] private float _lightRadius = 0f;
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[XmlIgnore] private float _lightCutoff = 0f;
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[XmlIgnore] private float _lightFalloff = 0f;
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[XmlIgnore] private float _lightIntensity = 1f;
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[XmlIgnore] private bool _flexiEntry = false;
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[XmlIgnore] private bool _lightEntry = false;
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[XmlIgnore] private bool _sculptEntry = false;
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public byte ProfileCurve
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{
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